Blurry character when move

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This is a code so you can see the same skin on all screens (peers). Each peer gets a skin, in addition to 4 directions t
  • Lets say the game is pixelart sidescroll, and I have 3 objects:

    - player (sprite)

    - camera (16x16 sprite, with "scroll to" behavior)

    - Background (sprite)

    So, every tick I put the "camera.x" on "player.x" (you know, the usual). Until here, all ok.

    The problems come when I move the player:

    When the player is moving and the background not, the sprite of player looks "blurry"; however, when the player is moving and the background too, the background looks blurry and the sprite of player looks fine (the animation of run it can see perfectly fine)

    In fact, even if I dont have a camera, just moving the character looks blurry.

    I tried a lot of stuffs:

    - scaled the native size at x2, x3, ...

    - I turn the decimal places to entire numbers (for example, floor(Self.X))

    - I tried all the sampling types

    - Pixel rounding

    - All the options of Display and Advanced options of the Properties

    - I already checked the sprites, the colisions and the image point en every frame.

    - Internal resolution

    Many things I already tried, and just nothing resolve the problem. Honestly, Im too tired and Im considering to change to Unity.

  • It's much easier to help if you share a project file.

    If I had to guess, try changing to an integer option for the fullscreen mode, e.g. letterbox integer scale. Otherwise it uses fractional scales, and that doesn't work nicely with pixel art (that's just a fact of computer graphics and will affect any software you use, including Unity). Then make sure you are using 'Nearest' sampling, and there shouldn't be anything blurry.

    You can also create a new project and check the Optimize for pixel art option, which sets all the appropriate options for you automatically, so you don't have to try to figure out the right combination yourself.

  • Im still have the problem :( Has I said, I already tried all that options you mention, but nothing works. I dont know why hehe

  • So things are just blurry when in motion but fine when not moving?

    Doesn’t sound like it’s something that has to do with pixel size or sub pixel positioning.

    Is it something you can take a screenshot of or is it just something you visually perceive when it’s moving?

    What’s your screen refresh rate? Have you tried setting the framerate mode in construct to fixed?

    If it’s a visual perception thing then running at a lower framerate could result in less smooth motion to break up the perceived blur.

    If you reproduce the game in another engine and it doesn’t have the motion blur it would be interesting to know why. It’s not something that’s deliberately added.

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  • Is it something you can take a screenshot of or is it just something you visually perceive when it’s moving?

    Try this, my screen also has some smearing but that has nothing to do with Construct.

  • I agree with others, try taking a screenshot, see if it's blurry.

    You could also check this website, see if the top test looks blurry: testufo.com

    There's a chance it could be due to your computer's screen. You get different types of computer screens, maybe you recognise "OLED"? There's OLED, IPS, VA.

    VA screens tend to be the most blurry with movement - I bought a cheap 240hz monitor that has a VA display... It looked awful and was very distracting even for 3D first-person shooter games. It had various settings to reduce the blurry/smearing issue, but none were any good, even at 240hz!

    The thing is though, you would have noticed this in ANY game you play... Curious...

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